* Only 10 pages long, which makes it easy to use, and also being streamlined makes it easier to modify should you want to. Personally I would have used one or two extra pages for describing the monster's aspect and behavior
Monday, September 27, 2021
BlueLite: A debugged Holmes 1977 D&D (pdf in english and spanish)
* Only 10 pages long, which makes it easy to use, and also being streamlined makes it easier to modify should you want to. Personally I would have used one or two extra pages for describing the monster's aspect and behavior
Wednesday, August 4, 2021
magic system sketch
Following the guidelines of previous entries, I'm devising some possibilities to simple and cool magic systems.
Friday, April 16, 2021
Charm, Sleep, Fear, Confusion
When you cast it, you change the reaction of target NPC 2 steps up or down the Reaction Table. That is the effect. It's the GM who, depending on the reaction and the situation, describes which is the magical effect who caused it. Lets say that the Reaction Table its like:
Now, I can imagine the same wizard in wizard school, memorizing lots of different theorems and tricks to be capable to ensorcell enemies someday, and adapt his spells no matter the situation.
Monday, October 5, 2020
average damage comparison, on the way to single roll combat
I leave this here for me to consult thereafter
They are tables that compare the average damage of a strike VS ascending ACs, assuming d6 damage, d6+1 or d8 damage and d6+2 or d10 damage.
Below is the same table if we assume a 2d6 to hit roll, with the roll excess over AC being the damage done. This rends that the most accurate ACs to convert would be base 5 to plate 8; or using instead 2 types of armor (light and heavy) and make it base 6, light armor 7, heavy armor 8. Shields would either be straight up better than in d20 or can be used as "shields shall be splintered" only (though I really dislike that approach)
Saturday, September 19, 2020
Minimalistic D&D part V: Hirelings and Morale without Charisma
Monday, August 17, 2020
Minimalistic D&D-like, part 4: Surprise, reaction, treasure rolls
Reaction and Surprise rolls, when apply, are made once for the whole party involved. Certain monsters have bonuses or penalties to this rolls integrated on them.
Reaction rolls:
1, 2, 3- Monster is immediately hostile
4, 5 - Monster is neutral for now. Maybe its studying you or maybe just minding its own business. Dont disturb it! You might also try to befriend it.
6 - Monster is friendly. Some monsters might make offers when this happens.
Possible mods: disadvantage if you've hurt similar monsters recently, if it hates the light of your torch, if you're armed, etc. Advantage if you give a sign of respect or share an alignment, etc. (like in 5e: roll an extra die and choose the most advantageous/disadvantageous)
Each monster entry in the guide might have specifics guidelines on their behaviors for each reaction type. An hostile bandit might try to rob the players by force, a neutral one might try to lure them by feigning partnership, but a friendly one might honestly try to sell them loot, or honestly propose the party to join him in a dishonest job.
Note for myself: It can also be done by not having a reaction table at all, but having each monster to have a random list of dispositions on their descriptions.
Surprise:
1 - Monsters get the drop on you: Only monsters act the first round
2 - Monsters get the first turn
3 - Monsters get the first turn
4 - You get the first turn
5 - You get the first tutn
6 - You get to surprise the monsters: Only PCs act in this round
This roll can be made w.ith advantage or disadvantage on certain situations: for example, hobgoblins always force a disadvantage, while sneaking on distracted guards gives you advantage.
After one side plays a turn, the other side plays one, until all characters have acted their turns. Each side decides who goes from among their members
Treasure
Instead of having treasure types, having each monster have a treasure rate that represents the overall richness/status of the monster. Then you roll for treasure once or more times, depending on the time the monster has spent looting.
For example, having a crew of patrolling goblins have 1d6-2 treasure hidden somewhere. A dragon rolls 2d6, and you roll three to five times depending on its age.
Then there should be a table like this:
1 - No treasure/personal items.
2 - Personal tools
3 - 10 GP
4 - 50 GP
5 - 100 GP
6 - Magic item
7 - 500 GP
8 - 500 GP (in jewelry)
9 - 500 GP (in masterwork)
10 - Scroll or Magical consumable
11 - Special (prisoner, secrets, notes, information)
12 - 1000 GP
Tuesday, August 4, 2020
Minimalistic D&D-like, part 3: Saves
Sunday, July 5, 2020
No class, no saves, no problem: All in the Attribute Scores
Wisdom decides how well a cleric you are. Dexterity does that for thieves. Strenght doesn't really work for fighters, however, as there are other factors that might decide in how good a fighter you are than your bulk body power, so I'm using CON instead
The most obvious advantage on using ability scores is that it keeps the thrill of rolling a character (instead of just rolling the HP), and also allows checks by rolling under the given ability score. For a game with both clerics and wizards WIS and INT can be separated. I prefer to merge both concepts into an attribute called MAG.
When you create a character, roll 2d8 in order (yeah, that will produce below average guys) Mods, however, can't go below -1. Positive mods ALLOW you to perform certain tasks, and you still roll under score to see how well you perform (having +2 STR is better to force doors than just +1 even if you can attempt it with just +1)
STR: Mods adds to melee damage. +1 allows for force doors, +2 allows to bend bars
DEX: Adds to missile. +1 allows for easy thieving skills like pickpockets, +2 allows for advanced thief skills like climb sheer walls. Used as a reflex save.
CHA: Your common hireling/reaction mods. Also used to save VS any soul or mind controlling effect (willpower save).
MAG: How much magical shit you know. Roll under this to detect magic or to get a glimpse of the otherwordly side of your surroundings.
At +1 you get a 1st level spell
At +2 you get a 2nd level spell and two 1st level spells
At +3 you get a 3rd level spell, two 2nd level spells and three 1st level spells.
Rearrange spells to fit in three level categories OR allow higher level spells to be cast using magical trinkets, magical places or other aids.

Provisional score to mod conversion:
2-8: -1
9-12: 0
13-15: +1
16-17: +2
18:+3
Evidently, in a game deprived of levels or other mechanical parts, when you "level up" you raise your ability scores (thats why I had them start low at 2d8). Maybe raising 2 points at will per level, always capped at 18.
And that is how you become a better figher/wizard/thief, not by picking it as a class.
Rolling certain distributions at the start might give you the chance of playing an ELF, DWARF or any other, like a class requirement. Then you get the darkvision or knowledge about caves; thats the only way to pick them.
Monday, June 22, 2020
Minimalistic D&D-like part 2
Roll of 1-3: Add that amount of HP and get a special (strenght, parry, unarmed fighing, etc) or a spell.
Roll of 4-6: You get either 4 HP OR 2 SP (Spell Points) and a known spell.
From this rolls, the divergence between martials having lots of HP and Wizards having little HP is created.
Each SP allows you to cast 1 spell from the list you know.
At 6 hp you become a Warrior (+1 AC, you deal d6 damage regardless of weapon until you reach this rank) at 10 hp a Champion (+1 Attack/round) and at 14 hp a Hero (+ 1 Attack/round).
2 SP: Initiate, you roll a d4 for casting magics.

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Saturday, May 16, 2020
Minimalistic D&D-like (how many abstractions are too many?)
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- Levels provide both a sense of goal and progression, and a way to size up characters and monsters for spell/effect purposes
- Fighters get extra attacks with levels, or sometimes better chance to hit.
- Classes give you niche protection and diversity, with attributes giving you a better picture of your character.
- HP are a mixture of toughness, luck and kung fu
- Spells are given to the wizards in exchange of having poor HP and other
- Skills are an add-on to make thieves have something of their own
I've devised a way to simplify this by making all things dependant straight into the Hit Points / Mana Points: Let me explain.
You get 2d4 HP at the start, or 1d4 HP and 1d4 MP (the average person has 1-4 Hit Points, so if you get more you can consider yourself a kind of experienced fighter in-world)
Classes/Attributes/Spells/Skills are all subsumed into something called Specials (because sounds better than feats). Some of them provide passive bonuses and some are active and require MP. There is a maximum of 4 which can be learned (taking this straight from the pokemon moves), though 1 or 2 more can be stored in magic items.
In the beggining, you must choose/roll one in a table of basic specials. The rest of them must be unlocked through play (once you've come in contact with the special through a source of inspiration/book/master you can pick them at level ups).
1. Monk (1d6 damage with fists or small melee weapons, +2 hp)
2. Strong (You can attempt feats of strenght; and can carry 2 extra items. Re-roll all 1s in melee damage. +2 Hp)
3. Agility (+1 AC when unencumbered, you can attempt agility feats )
4. Marksman (spend a turn aiming to add 1d4 damage to the next bow/sling attack)
5. Fend (with staves and swords, you can ditch a failed/low damage attack for a +1 AC bonus, just as if you wore a shield)
6. Healer (1 MP. Heal 1d6 hp; spend 3 MP instead to roll 2d6, one for HP and other for # of targets)
7. Divination: ( MP: 2 per Y/N question; requires quiet time)
8. Charm: 1 MP per d6 rolled. On every 6, improve by 1 the reaction roll.
(this list is veeeeeery provisional, but the idea is to have each Special embody a "type" of character)
Once all this is set, your starting character should be something like: 3 HP, 2 MP, Healer, 1d6 staff + Inventory + Name. You should not have to worry about more until you level up a bit.
You start as an Adventurer. Having HP 6 qualifies you as a Warrior, which may entail certain weapon uses. At 10 (Champion/Warlord) and 14 HP (Hero/Heroine), you get +1 extra attack or action per round
Having any MP at all makes you an Initiate. At 4 MP (Seer/Priest), at 8 (Enchanter/Enchantress) and 12 MP (Wizard), you get +1 Magic Rank (Adds to magical attacks AND magical AC against psychic damage; you can get some by buying amulets though. At Seer/Priest level, this power up is symbolized by a magical staff or symbol)
It will be all OK because the booklet will be written in this font: